What Black Ops 3 Says About the Antiquated Values and Unchecked Militarism of Call of Duty

The Black Ops series has always been about hidden agendas and personal vendettas carried out under the cover of total war. More often than not, these shady dealings are perpetrated, in part, by the United States government, but Black Ops consistently stops short of any actual political commentary via a severe amplification of the stakes of said vendettas: as much time as Black Ops 2 spends recounting the history of the Mason/Menendez feud, the game is ultimately about America facing off against a seemingly insurmountable threat. As a result, the stories that the Black Ops series has to tell are largely regressive, racist and generally politically offensive: these are stories that draw on Cold War paranoia and Western iconography in equal measure, technophobic yarns that venerate the American soldier and the graphic violence that they enact . But what else would you expect when they’re written by the man who used some of the biggest blockbusters of the past decade to defend the Patriot Act and condemn the downtrodden for their frustration with Wall Street?
Released from the neoconservative shackles of David S. Goyer’s pen, the Black Ops saga has been revitalized, with a capacity for reflexivity and self-critique that the entire Call of Duty series has lacked since the original Modern Warfare. Treyarch has, once again, told a story about personal conflicts that play out on grand battlefields, but in moving the story further into the future (and further into science-fiction), the developers have given the political powers at play an intangibility that allows the small-scale personal conflicts to remain the story’s focus. There’s little mention of nations in Black Ops 3, only loosely defined collectives of governments and/or militaries that serve as a backdrop to the central plot; wherein the player, joined by their squadmate Jacob Hendricks, hunts down a squad of bio-augmented soldiers who have gone rogue after being infected with a mysterious AI that was found at the site of a CIA project, a project carried out under a corporate façade which involved human experimentation and caused the inadvertent death of 300,000 people.
In fact, the CIA is the only explicit reference to the United States in the whole game: all of the major powers in Black Ops 3 are hidden behind acronyms like CIA, WA, NRC, SDP, 54i. The obfuscation feels intentional: the presence of these powers provide texture and a reason for the large-scale conflict that is Call of Duty’s native language, but the brevity of exposition these forces receive ensures that they remain on the periphery of the narrative. But despite the game’s general distaste towards explaining itself, the characters repeat one piece of information like a mantra: the CIA was involved in a project that killed 300,000 people. Black Ops 3’s implication of the CIA in this mass murder is the first legitimate criticism of the American government the series has ever partaken in, and it signals an exceedingly welcome change in the series’ sensibilities: Black Ops 3 takes a stand against its predecessors, and makes the claim that the secret operations of the CIA are (and always have been) profoundly immoral and destructive.
But Black Ops 3’s implication of the CIA in mass death is but one facet of the game’s larger critique of the values of past Call of Duty games. Much has already been made of how the game addresses climate change , which one could argue serves as a critique of the rampant industrialism inherent in the military excess that past Black Ops games deified. But Black Ops 3’s most forceful critique of Call of Duty-s past comes in the game’s 8th mission, “Demon Within.” In this mission, the player enters with the direct neural interface (DNI, yet another acronym) of Sarah Hall, one of the rogue squad that you’ve been hunting, in the hopes of finding the location of Hall’s leader, John Taylor. What ensues is probably the most avant-garde sequence of any Call of Duty game (not a high bar, I know), wherein a ghostly Hall leads the player through a mindscape of the Battle of Bastogne.
Hall explains to the player that as a student she researched Bastogne, citing it as “one of the greatest examples of courage and bravery in military history.” As Hall finishes speaking and beckons the player to follow her, the battle – which was previously frozen in time – resumes, and the player finds herself under fire from Nazis in a Call of Duty game for the first time in 5 years. The battle is not tonally consistent with the rest of the game. Instead, this artificial Battle of Bastogne plays out like vintage Call of Duty: one soldier half-heartedly “welcomes” the player to Bastogne with the casual flippancy that intentionally evokes the dreadful acting of Call of Duty circa 2003, and the battle is accompanied by a generic, vaguely heroic-sounding symphonic score that also wouldn’t feel out of place in a mid-2000s military shooter. At first glance, these aesthetic signatures of early Call of Duty titles seem to defy and pervert Hall’s description of Bastogne, as the performances and score only serve to reinforce the notion that this battle is taking place in a diegetic simulacrum: we are being confronted with the inherent falseness of Call of Duty, bearing witness to the way in which those early games so drastically failed to represent the struggles of real soldiers. But what we’re playing is exactly what Hall is describing.